Ranger
Base Class: Ranger

You have trained at the Aviary Guild to become a master caretaker. You have had the unique honor of handling the most exotic species of birds. After graduation, you were given 3 rare birds to watch over. Your three companions follow you on your adventure and assist you, sometimes in unexpected ways.

Aviary Key

As a right of passage, you have received an Aviary Key. It acts as a guild seal and allows you to summon birds from the Aviary Guild.

Code of Honor

Your guild has modified the Speak with Animals spell to be performed as a 30 second ritual. The incantation only requires a verbal component and it doubles as The Aviary
Guild’s Code of Honor. After reciting this code, you are able to speak with any species of bird for 10 minutes. You can perform the Code of Honor twice a day. Requires an Aviary Key.

Three Nestlings

You are able to summon 3 birds from the Aviary Guild Birds list. The birds will circle above you until you call one of them down to your side. You may only have one bird active at your side. You may use your action to command the bird to perform an action. When you gain the extra attack feature, your bird can perform a melee or ranged attack in place of your extra attack. You may spend one action calling another bird to your side. If you do this, your previous bird is dismissed to circle above. You cannot swap birds indoors.  To replace one of your birds, you must spend 8 hours communing with your Aviary Key to summon it from the Aviary Guild. When a new bird is summoned, you must choose one to be sent back to the Aviary Guild.

Phoenix Bloodline

All of The Aviary Guild’s birds are magically infused with a trait of the Phoenix. If one of your birds dies, it reverts to an egg and falls to the ground. The egg is magically reinforced. It has an AC of 20 and 10 HP.  You must spend 8 hours communing with your Aviary Key to magically hatch and nurse the bird to full size.

Caregiver

When your bird is the target of a physical melee or ranged attack, and it is within 5 feet of you, you can use your reaction to redirect the attack to yourself. Additionally, when your bird is within 5 feet of you, it’s AC is increased by 2, it has advantage on all spell saving throws, and it does not take damage on a successful save.

Swap Attack

Starting at 7th level, you may use your action to command your currently summoned bird and a bird of your choice to attack the target in tandem. Each bird performs a melee weapon attack. You choose one of the two birds to remain summoned when Swap Attack is complete.

Aviary Guild Birds

Blink Hawk (lvl 3)

Armor Class 13

Hit Points 12  

Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA

11 (+0) 17 (+3) 11 (+0) 8 (-1) 14 (+2) 10 (+0)

Skills Perception +4

Flyby. The Hawk doesn't provoke opportunity attacks when it flies out of another creature's reach.

Keen Sight. The Hawk has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 +3 slashing damage.

Tenacious Assault. You use your bonus action to command the Hawk to attack an enemy. The Hawk makes a melee weapon attack and becomes fixated on an enemy target. Until this enemy is dead, the Hawk cannot switch targets. While the Hawk is assaulting an enemy, you have advantage on melee and ranged attacks against that enemy. During your next turn, you may use your bonus action again to command the Hawk to perform another melee weapon attack.

Teleport.  The Hawk magically teleports, along with any equipment it is wearing or carrying, up to 50 feet to an unoccupied space it can see.

 

Arcane Owl (lvl. 3)

Armor Class 12

Hit Points 16

Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA

12 (+1) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +5

Senses darkvision 120 ft.

Flyby. The Owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The Owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:  1d6 +3 bludgeoning damage.

Spellcasting. Starting at 3rd level, the Owl knows one spell and has one 2nd level spell slot. You can use your bonus action to command the Owl to cast 1 spell. The spell must be chosen from the wizard spell list. New spells can be chosen from the wizard spell list each time you gain a level This spell slot is upgraded to 3rd level at level 7, 4th level at level 11, 5th level at level 15, and 6th level at level 19.

 

Disciple Raven (3rd level)

Armor Class 10

Hit Points 10

Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA

8 (-1) 14 (+2) 8 (-1) 16 (+3) 12 (+3) 12 (+1)

Skills Perception +3 Sleight of Hand +4

Flyby. The Raven doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Intellect. The Raven is sentient. When it is talked to by someone using Speak with Animals or Speak with Birds, it is able to understand and communicate complex thoughts and execute intricate instructions.

Tinkerer. The Raven is an adept at manipulating devices and small objects with its beak and talons. It has advantage on all sleight of  hand checks it makes.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 +2 piercing damage

Mimicry. You use your bonus action to command the Rven to mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hearing this noise must make a DC 14 Wisdom saving throw or be fooled into thinking the mimicked sound is real. This saving throw becomes 15 at level 7, 16 at level 11, 17 at level 15, and 18 at level 19.

 

Siren Canary (lvl. 3)

Armor Class 10

Hit Points 8

Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA

5 (-3) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 16(+3)

Flyby. The canary doesn't provoke an opportunity attack when it flies out of an enemy's reach.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d4 +2 piercing damage

Beautiful Song. You can use your bonus action to command the canary to sing a beautiful song out to 30 feet. A creature that hears the song must succeed on a DC 14 Wisdom saving throw or become charmed. The charmer may be any friendly creature within 30 feet. This saving throw becomes 15 at level 7, 16 at level 11, 17 at level 15, and 18 at level 19.

 

Baby Phoenix (lvl. 7)

Armor Class 12

Hit Points 20

Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA

6 (-2) 16(+3) 10(+0) 8(-1) 12(+1) 16(+3)

Skills Perception +3

Damage Vulnerabilities Cold

Damage Immunities Fire

Illumination. The Phoenix sheds bright light in a 30 ft. radius and dim light for an additional 30 ft.

Magic Resistance. The Phoenix has advantage on saving throws against Spells and other magical effects.

ACTIONS

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 +3 slashing damage + 1d8 fire damage

Fire Ray. Ranged Spell Attack: +5 to hit, range 15 ft., one target. Hit: 1d8 fire damage.

Fire Shroud. You can use your bonus action to command the Phoenix to shroud a willing creature with a protective aura. The creature then shares its magic resistance trait. The Phoenix cannot take any action while shrouding, and must stay within 5 ft. of the creature of the effect ends.

REACTIONS

New Life. When a creature bonded to the the Phoenix within the the Phoenix's sight has its hit points drop to 0 or dies, the Phoenix can make a DC 10 charisma check. When passed, the Phoenix can transfer all of its remaining hit points to the fallen, or if the creature has died, bring it back to 0 hp. The the Phoenix turns into Phoenix Egg after successfully using this feature.

 

Dew Jay (lvl. 7)

Armor Class 14

Hit Points 12

Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA

8 (-1) 15(+2) 10(+0) 8(-1) 15(+3) 12(+1)

Skills Perception +3

Damage Vulnerabilities Fire

Damage Immunities Cold

Physical Resistance. The Jay has advantage on saving throws against melee and ranged physical attacks.

ACTIONS

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d4 +4 piercing damage.

Ice Sickle. Ranged Spell Attack: +5 to hit, range 15 ft., one target. Hit: 1d12 piercing damage.

Ice Shield. You can use your bonus action to command the Jay to shroud a willing creature with a protective aura. The creature then shares its physical resistance trait. The Jay cannot take any action while shielding, and must stay within 5 ft. of the creature of the effect ends.

Improved Swap Attack

Starting at 11th level, all three of your birds may participate in Swap Attack. Cannot be used indoors.

Summon Phoenix

Starting at 15th level, you may use your action to summon a phoenix onto the battlefield. When the phoenix is summoned, all other birds are dismissed. The phoenix is summoned for 10 minutes. You must maintain concentration to keep the phoenix summoned. You can use this ability once per long rest.

 

Phoenix

Armor Class 15

Hit Points 73

Speed 20 ft., fly 80 ft.

STR ,DEX, CON, IN,T WIS, CHA

20 (+5), 20 (+5), 18(+4), 12(+1), 10(+0), 9(-1)

Skills Perception +3

Damage Vulnerabilities Cold

Damage Immunities Fire

Condition Immunities Charmed

Flyby. The Phoenix doesn't provoke opportunity attacks when it flies out of another creature's reach.

Being of Flame.  When the Phoenix makes an attack it adds an extra 2d6 fire damage to the damage.

Inferno. Any hostile within ten feet of the Phoenix takes 1d10 fire damage. This damage also occurs when a creature attacks the Phoenix.

Explosive Death. When the Phoenix is dropped to 0 hit points its explodes in a 20ft radius. Any creature within that radius must make a dexterity saving throw, on a fail the creature takes 10d6 fire damage or half as much on a success.

Magic Weapons. The Phoenix's weapon attacks are magical.

Aviary Rebirth. Once the Phoenix dies its ashes are dismissed to the Aviary Guild where it will be reborn.

ACTIONS

Talons. Melee Weapon Attack: +8 to hit, range 5 ft., 1 target. Hit: 2d8 +5 slashing damage + 2d6 fire damage.

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